Showing posts with label CSC team. Show all posts
Showing posts with label CSC team. Show all posts

Saturday, December 14, 2024

CSC Campaign Report 3: The Library

Now we're cooking with fire: the downtime investigation clocks roll out in full force here, and it was the best move I ever made in the game. You get to hand out lore, spells, and clues like they're candy.

CSC Campaign Index

  • Player's guide
  • Green Box 
  • Library
  • NPCs and Anomalies
  • Operation 1: LAST THINGS LAST
  • Operation 2: ROOM FOR SECONDS
  • Operation 3: SPEEDY DELIVERY
  • Side-Op: MAGINOT
  • Operation 4: UNICORN MEAT

 

The Library


All tomes, grimoires, texts, reference materials, and other media encountered by CSC Team. The numbers next to the Read / Unread status indicate how many Further Investigations have been performed and how many usable bits remain. Skimming books will give you a summary, but not any hidden information.

In Possession

[The numbers in parentheses are how many research chunks exist, and how many have been completed. Question marks means it wasn't read]

  • Headhunters and Devils of the Upper Air: The Private Mythologies of Jackson Barrow (1/1)
  • The Book of Saints and Watchers (?/?)
  • Loss of the 7th Goddess: Drawing Connections Between the Discoveries at Çift Tepe (?/?)
  • Untitled Grimoire (2/2)
  • The Adytum Hymnal (3/6)
  • The Horse’s Eye (?/?)
  • The Uranaka Book (?/?)
  • Age of the Serpents (?/?)
  • Meditations on Bodily Physick (?/?)
  • Tale of Sir Gaub and the Worm (?/?)
  • manifestoFINAL.docx (1/1)
  • The Black Binder (1/1)

[God, I fucking hate how blogger has no native formatting for tables. They'll kill this site long before they would ever consider giving us markdown.]

Known

  • The Black Book of Tsan-Chan (Referenced in manifestoFINAL.docx)


Detailed Summaries


Headhunters and Devils of the Upper Air: The Private Mythologies of Jackson Barrow

(Gerhart & Doyle, U of OK Press, 1985.)
Unnatural +2%. Occult +4% History +1% -1d4 SAN

Doctoral dissertation on charismatic preacher Jackson Barrow, his followers and their short-lived commune founded during the Oklahoma Land Rush of 1889.

Barrow was a member of the 7th Day Adventists, and his followers maintained many of those beliefs through to Oklahoma. He diverges from the norm of that denomination, however, with his elaborate descriptions of the structures and inhabitants of the spiritual realm above. According to Barrow, the war to cast Satan into Hell ended in a stalemate: Satan lies trapped and crippled in hell, unable to escape. God and the chosen elect have fortified themselves within the Seventh Heaven: all the other heavenly realms were left empty , and have come to be repopulated by a long list of devils and monsters born from Barrow’s imagination. These forces do not serve Satan, Barrow claims, but the Outer Darkness itself. Barrow focuses a great deal on the Headhunters, whom he blames for the decapitation-deaths of both livestock and some of his followers.

While the academic text is dry, the excerpts from Barrow’s own work are haunting, stark, and well-composed. The description of devils descending from the sky in their shimming chariots in the Oklahoma night lingers with you long after you finish.

RITUAL: Make Contact (Devils of the Upper Air) - The book contains descriptions of the sect’s rituals and services, including a detailed schematic of a ritual to summon devils of the Upper Air and compel them (through perhaps-excessive invocation of Jesus) to grant the summoner their powers.

Untitled Grimoire

(Henry Percy, 9th Earl of Northumberland, ~ 1620s)

A low-quality pdf scan of an early modern grimoire, found on Agent Merriweather’s Laptop. While extremely fragmentary, it contained

Part 1: Descriptions of ritual procedures and a magic circle
  • RITUAL: Perfecte Discoverie - At the cost of 1d6 SAN and an object belonging to the target, this ritual will grant the user a vision of the exact location of a target. Works best with people, but could theoretically be used with anything.

Part 2: While not contained in the book itself, researching the author revealed that he was a long-term prisoner in the Tower of London and a prolific author of alchemical and occult texts.

[This is an extremely deep-cut reference to SCP-2264]


The Adytum Hymnal

(Unknown compiler; translator Arthur Fisher, 1881.)
1d8 SAN, + equal Unnatural, +4% Occult, +4% Anthropology

A collection of texts from or regarding the ancient city of Adytum, believed to be somewhere in the Carpathian or Ural Mountains.

Part 1: This portion is dedicated to a translation and analysis of a series of tablets in Akkadian cuneiform, describing cultures and civilizations on the edges of the known world. The city of Adytum is mentioned in passing, as well as an empire that Fisher the  translator rendered as "the Daevas", but their locations are vaguely "far north" and "far north-east", respectively.

Most of the detail is given to describing a tribe called the Lušārātum (“hairy men”) to the northwest, likely somewhere in the Caucasus Mountains or eastern Anatolia: they are described as being a little shorter than an average man but much wider in the chest, with broad noses, heavy body hair, and no worked metals. Among their gods there is one named by the Akkadian writer as NIN-SU-GAL – the “Lady of the Great Body” or “Lady of the Great Flesh” - who was both feared and revered by this people and often antagonistic to their other gods. She was said to live in a cave in the mountains, and the Lušārātum tribes would offer her animal sacrifice. The particular elder that the Akkadian scribe’s source was speaking to said that his people long ago offered her meat from the “tuktuun”, which neither the scribe nor Fisher were able to identify, but which you are pretty sure from the description is a mammoth.

  • RITUAL: Call upon NIN-SU-GAL – A means to summon and propitiate the Lady of the Great Flesh, derived from the rites of the Lušārātum.


Part 2: This portion is dedicated to worship songs from the folk practices of a people called the Vaśńa of Sarvi, located in Finland. Their religious beliefs are collectively called Nälkä – briefly summarized, the Nälkän cosmos is ruled by the god Važjuma, a mindless and reviled creator and destroyer of all life who has trapped all of creation in a prison of matter and suffering. Following the example of their ancient high priest Yon, Nälkäns seek to overcome the influence of Važjuma through modification of the body – tattooing, scarification, and extensive piercings at the most basic level, and then on to transformative rites that, if they are not metaphorical, would assuredly be unnatural.

Part 3: This portion is dedicated to the prayers and songs of the priests of the House of Flesh. They are primarily invocations of the high priest Yon and assorted saints (klavigars) against the God-Eater and its servants the Vultaas, as well as requests for spiritual guidance from the klavigars. Most of the cultural references make little sense to you, but you do get several more references to the Daevas, who appear to be the primary military rivals to Adytum and are repeatedly described as “enslaved to the God-Eater, though they think themselves its master”.

  • NEW RITUAL: Invocation of the Klavigars – Call upon the holy ones of Adytum for aid. You may burn 1 SAN, and if your prayers are heard, you will receive +10% to a skill roll for each point burned.

[No more deep cuts, these are just blatant. Part 1 is mostly of my own making, but 2 and 3 are more or less direct summaries of  Proto-Sarkic /  Nälkän belief.]

[I am also obligated to link to "Excerpt from Festive Nälkän Chant #1 & #2" by niram, which inspired this entire section because I wanted an excuse to use those songs. They absolutely slap.]


manifestoFINAL.docx

(Michael Hill, 2014-Present )

A raving mess of race science, antisemitism, Christian millennialism, anthropogenic climate change viewed as a means of social darwinism, ravings against a secret global conspiracy seeking to build a capitalist-technofascist government from the economic fusion of China and the United States, etc etc. It is at its most coherent in the early iterations and becomes increasingly unhinged as the years go by.

  • Hill was dishonorably discharged from the army in 2013 (got in one too many fights)
  • Earliest version is from 2014, most recent was the beginning of this year.
  • Hill brought up the name Rochefocauld several times in the manifesto, using it seemingly interchangeably to refer to a single person, a group of people, and a company. He doesn’t seem quite sure what to do with it, and ends up dropping the thread pretty early on, apparently considering the lead less interesting than more typical conspiracy fare. It’s one of many parties listed in long, breathless paragraphs as enemies of The West ™
  • Hill seemed to have come into possession of the tapes sometime in 2019, from an anonymous seller. There is a noticeable shift in the content and style of the manifesto in versions saved after this point, as it swiftly becomes focused on the tapes and their contents. There is also a shift in the pornography at this time, namely that he stops collecting it shortly after. Further supporting Princess’ theory that the Woman was preying on Hill's paranoia, she did not initially reveal her face.
  • Hill’s obsession with the Woman on the Tape is overpowering, as is the resultant degradation of his grip on reality. He is convinced that she is a scion of his feared Great Empire To Come, and waffles between virulent hatred and obsessive desire in some truly impressive displays of cognitive dissonance. His descriptions of the tapes’ contents and the Woman’s speech are rarely coherent, but you can pick out that
  • Hill mentions feeding large amounts of store-bought meat to MEAT BOX, then moving up to animals – squirrels, birds, and raccoons at first, moving up to cats, dogs, deer, pigs, cows, anything. It seems like he believed both that it was necessary to keep her satiated to forestall the coming of the Great Empire, and he would be rewarded for doing so.
  • At one point he directly correlates the Woman with the “god-eater of Adytum”, either as a manifestation of this entity or one of its servants. However these sections seem to have been written prior to his acquisition of the Hymnal.
  • References to other books are so mashed up with the rest that it’s difficult to parse more.

[This part needs some refinement vis a vis Hill's beliefs and possible connection to Tsan-Chan. Could have done a lot more with the Woman preying on his paranoia as well.]

The Black Binder

(Unknown Author, ~1850s?)

Anonymous first-person accounts of the Taiping Rebellion. Clearly machine-translated. The section highlighted by Hill can be summarized as follows:

A woman arrives in a famine-struck village, announcing that the army of Hong Xiuquan will arrive soon and is in need of provisions. When the villagers say they have nothing to give, that they have already started eating their dead, the woman notes that this is acceptable under the law of Heaven. However, the approaching army will be just as hungry and far more able to act upon it. A fight breaks out among the villagers as she leaves, twirling her parasol and laughing.

[You might recognize this one, I get a lot of mileage out of it]

Known Rituals

  • RITUAL: Make Contact (Devils of the Upper Air) - ?d? SAN. Summon, bind, and enter into contract with devils of the upper air.
  • Perfecte Discoverie - 1d6 SAN. Offer up an object belonging to the target; this ritual will grant the user a vision of the exact location of a target. Works best with people, but could theoretically be used with anything.
  • Call upon NIN-SU-GAL - ?d? SAN. Summon the Lady of Great Flesh, seeking boons.
  •  Invocation of the Klavigars - 1 SAN. Call upon the holy ones of Adytum for aid; if your prayers are heard, you will receive +10% to a skill roll for each point burned.

[These spells suffer from being very poorly defined: I love playing DG, but whenever it comes to making something for it that involves numbers, my brain just freezes up.]

**

Next installment is the last of the pre-report posts: NPCs and monsters.

Wednesday, November 20, 2024

CSC Campaign Report 2: The Green Box

Continuing where we left off last time, here's the green box section of the reference doc. I've split it up into the box as it was inherited, and then added a subheading for each of the main sources of stuff as it comes up later. Some of these items will ring a bell from my previous green box posts; proof that I do occasionally use my own work.

We also get into the fun territory of "mentioning things that will be described later, so as to build suspense through unanswered questions."

Any information uncovered via downtime investigation will be in nested bullets and italicized - the master doc has them in blue, but that doesn't really work with the background of the blog. Commentary in brackets.

CSC Campaign Index

  • Player's guide
  • Green Box 
  • Library
  • NPCs and Anomalies
  • Operation 1: LAST THINGS LAST
  • Operation 2: ROOM FOR SECONDS
  • Operation 3: SPEEDY DELIVERY
  • Side-Op: MAGINOT
  • Operation 4: UNICORN MEAT

 

CSC Team

A recently-formed working group operating out of Pittsburgh PA. 

Case Officer: [REDACTED]

Active Members:

  • Agent Princess - UPMC security officer and dabbling occultist
  • Agent Marko - Pittsburgh city police officer
  • Agent Kelly - Mechanical engineer
  • Agent Deanna - Historian and academic
  • Agent Anton - Ex-con who still has a few criminal contacts left
  • Agent Dion - Low-rent lawyer


Green Box Inventory

A hidden storehouse, located in a locked basement of a building we can figure out later.  CSC Team (all of you) have been given the responsibility of keeping it secure and keeping the inventory up to date. You can treat anything on this list as a potential resource to use or a potential thread for Further Investigation. Any additional information will be added in blue. Any items lost or destroyed will be crossed out.

The Box’s Contents, as You Inherited It

  • Shotgun with half-empty box of 8 shells. The stock is covered in Love Live! stickers, over which someone has written SHIT TASTE in permanent marker.
  • 4 kevlar vests. Nametags read "Inky", "Pinky", "Blinkie" and "Fuckface.”
  • Assorted handgun ammunition - Several unopened boxes plus shoebox filled with loose bullets. 1 speed-loader for a .45 revolver.
  • Crayon drawing of a cow in a field. Three stick figures are laying in the field. The cow is covered in red.
  • Skull of adult human. The word DENNIS has been carved into the forehead.
  • 3 heavy down winter jackets (1 woman's medium,  2 men's large). 3 pairs heavy gloves. 3 pairs tinted snow goggles. Several dozen hand and foot warmer packets.
  • Folding card table
  • Folding coffin tent x5
  • CRT TV; DVD + VCR player; Playstation 3 w/ Demon Souls (in-progress save present)
  • Chef Boyardee canned ravioli x36
  • First aid kit x3; Disaster prep kit x3
  • Icon (Joan of Arc)

 

Recovered from Clyde Baughman’s Cabin

  • Stone knife in buckskin sheath. Handle is human femur wrapped in red parachute cord. Series of notches etched along the blade (undeciphered)
  • Book: Headhunters and Devils of the Upper Air: The Private Mythologies of Jackson Barrow (Gerhart & Doyle, U of OK Press, 1985.)
  • Bomber Jacket: Grey-blue. “Bec” written on collar tag. Three patches.
    • Iconographic lighthouse (right arm)
      • No exact matches; “watch the lighthouse”, used in online occult circles  to describe waiting for an anomalous phenomena to re-appear.
    • Raised fist (left arm)
      • Common emblem in leftist groups; patch’s design is generic.
    • Labyrinth with Greek text (left breast)
      • Eis tḕn khthóna katabēsometha (“We shall descend into the earth”)
      • Quote from the Book of Saints and Watchers, primary text of a Christian-derived new religious movement called the Katabatic Church.
  • Photograph:  Vietnam-era. Soldiers pose with hand painted sign (“SO LONG AND THANKS FOR NOTHING”). Background treeline is blurry and out of focus: suspicious dark smear might be a tree or a very tall person.
  • 3 cassette tapes, unlabeled. [They never played these, but they would be beginner's Navajo lessons if they had]
  • Photograph: Clyde with unidentified young woman (late teens/early 20s; Black; distinct blue eyes). Both are posing on dock with fishing gear, holding up prize walleye. Taken 20-25 years ago (late 90s or very early aughts)
  • 10 extremely magnetic marbles in a drawstring bag
  • Yellow notebook paper with handwritten note, as follows


ROCHEFOCAULD

  • Sunny Smiles Farms - Defunct health foods company. Prided itself on free-range, cruelty-free meats.  
  • 5 Rivers Shipping - International shipping and logistics company. Operates worldwide; US offices in Houston and San Francisco.
  • Locus Financial - Investment firm. Typically deals in real estate, but has been moving into more active venture capital avenues. New York.
  • New World Armory - Lifestyle brand for firearms and firearm accessories. Recently in hot water with the press after it was revealed that the CEO made a major personal donation to the election fund of a hardline right-wing candidate in Arizona.
  • S & C Plastics - Small plastics manufacturing company located in Sloth’s Pit, Wisconsin. Most of their business is doing tchotchkes, but they have been researching biodegradable plastics.
  • Advanced Medical Technology Solutions Polypharmikon?? - Defunct medical lab equipment manufacturer and R&D-focused pharmaceutical company, respectively. The CFO of AMTS is on the board for Polypharmikon, but there’s no other apparent connection.
  • Cephalonics, Inc - Silicon Valley tech company; primarily software design, has recently pivoted hard into AI research and development. Has been around surprisingly long, even did a little video game design in the early 80s.
  • Remains of Marlene Baughman: Sealed plastic tub containing inert organic slurry.
  • Photograph: Circular sigil drawn by Not-Marlene on the interior wall of the septic tank.
  • Blue Lady cigarettes, 2 packs (Claimed by Anton)


Purchased from Virginia_Woolfe

  • Book: Book of Saints and Watchers

[The players never followed up on this one, alas]

Recovered from Agent Merriweather’s Possessions

  • Laptop: Contains two pdfs:
    • pdf file: Blurry scans of an Untitled Grimoire (incomplete)
    • pdf file: Loss of the 7th Goddess: Drawing Connections Between the Discoveries at Çift Tepe and Pre-Proto-Indo-European Matriarchal Religion
  • Stone Venus figurine in carrying case; ~3 inches tall. No facial features, bust and hips are exaggerated. Clearly having a good time, euphemistically speaking.


Recovered from Home of Michael Hill

  • Hard drive: Contains the contents of Hill’s personal computer, including manifestoFINAL.docx and a significant collection of pornography.
  • Black Binder containing machine-translated survivor’s accounts of the Taiping Rebellion.
  • Collection of books, including
    • The Adytum Hymnal
    • The Horse’s Eye
    • The Uranaka Book
    • Age of the Serpents
    • Meditations on Bodily Physick
    • Tale of Sir Gaub and the Wyrm
    • Other uncatalogued books of no relevance
  • MEAT BOX: a bear-proof trash container with anomalous interior. (handed over to Processing Team)
  • Milk crate with 7 VHS tapes (1/7 viewed): anomalous; point-of contact with the Woman in the Box (handed over to Processing Team)
  • CRT TV with built-in VCR (handed over to Processing Team)
  • 2011 Ford F150 (blue)

[If I am remembering things correctly, I think they passed the criminology checks to forge the documents and use it as a disposable team vehicle. As any good agents should]

Weird Things Found While Visiting the Curator

  • Strange handgun
    • Serial # in unknown script; 3 chamber-revolver; aesthetically dissimilar to known handgun models. 1d10 damage. Quiet but not silent. Will accept .45 rounds.
  • Photograph: Blurry phone-camera image of the Curator
  • Vague feeling of heimweh provided by the Statue of the Seated Woman.
  • Cryptic couplet provided by the Statue of the Whispering Figure
    •  “The man in the tower built a door to enter into the Dream / the man in the tower is no more, and all he can do is scream”

**

Nothing better than a nice green box. Certainly nothing more fun to put together (said the man who has dedicated considerable brain processing power over the years to the SCP Wiki, which is just one extremely big green box of infinite fractal complexity) - the game of spot-the-reference commences now!

Next post is the real meat of the situation: the library.

Saturday, November 16, 2024

CSC Campaign Report, Part 1: Delta Green Player's Guide

From fall of last year into the spring of this year (a lifetime ago), I ran a real-life Delta Green campaign for some folks I found through the local ttrpg discord. It was a great time, one of the strings of tabletop gaming I have ever had, followed by a year of bad to worse to disastrous that has made it very difficult to actually post anything about it.

In a downright anomalous turn of events, I ended up taking very good notes and writing up after-action reports for most of the sessions, and when combined with the player's guide I'd made I ended up with an extremely solid reference doc.

It is long overdue to be shared, and so, to stave off the dark with one more night at the opera, here's the adventures of CSC Team. It'll be posted here in parts, both so it's not everything at once and to give me time to shore up the parts that didn't get written or were in need of editing. I'll end things with a blank template version of my notes for folks to use for their own games.

Text in [brackets] is editorial I've added later. The rest is as I laid it out in the master document.

CSC Campaign Index

  • Player guide
  • Green Box
  • Library
  • NPCs and Anomalies 
  • Operation 1: LAST THINGS LAST
  • Operation 2: ROOM FOR SECONDS
  • Operation 3: SPEEDY DELIVERY
  • Side-Op: MAGINOT
  • Operation 4: UNICORN MEAT

 

Delta Green Player’s Guide


Your Mission

  • Locate and identify the threat.
  • Neutralize the threat.
  • Cover your tracks. Leave no trace.
  • Take care of loose ends.


Making a Character

Guides for making characters are found in the Need to Know quickstart rules. A trove of premade characters can be found here, and a character generator is freely available here. If you’d like some optional flavor to kickstart your character, roll on the table below. The homebrew profession blue-collar worker is also available.

For the purposes of starting up a new campaign, all of your PCs are newly inducted to Delta Green, having either skills or experience deemed a useful asset. You will have had some minor encounter with the unnatural - you saw something you weren’t supposed to, you were in the orbit of an operation, you knew someone in a cult, and so on. You don’t have to come up with one right away. (There’s also a table at the end)

Your characters have never met before. You were all approached with an offer, and for whatever reason, you chose to accept. You were told to wait; your handler would reach out when it was time to go to work.

On Safety

Delta Green is a horror game, and so can potentially include a wide variety of sensitive subjects that people might not want to deal with. My preferred safety tool is Lines and Veils - Lines being topics that are never broached, and Veils being topics that are dealt with off-screen or by implication. My typical operating procedure is:

  • Torture and sexual assault are not going to be encountered “on-screen”; they might be mentioned as having previously occurred either directly or through implication. PCs will often find themselves dealing with the aftermath of horrific events.
  • Violence, flesh-horror, terrible wizards, and absurdist horror are all on the table.

If there’s something you definitely want behind a line or veil, or if at any point in the session I’ve made you uncomfortable as a player, let me know (by whatever means you wish) and I’ll adjust things.

Tips and Tricks

  • Delta Green is a game about ordinary people in way over their heads in desperate circumstances they barely understand. Lean into it!
  • It’s likely that your characters will sustain major injury, die, go mad from accumulated insight, or undergo some manner of horrific transformation. Lean into it!
  • You only need to roll if the outcome is in question (high-pressure, imminent danger, time crunch, etc): if it’s something your character can just do normally and the situation isn’t intense, you can just do the thing.
  • A long-term conditions from reaching a breaking points isn’t “going crazy”: it’s your brain trying to keep itself alive by whatever means it needs to.
  • Double zeros is a critical failure.


House Rules

[Several of these were taken from the Night @ the Opera master doc, and the Nice Number is swiped from PTBP]

  • Skill Advancement - All PCs get 5 skill points at the end of a session. They can be applied to any non-Unnatural skill.
  • Fight, Flight, Freeze - When you lose 5 or more SAN at once, choose one of these responses. If you would like it to be random, rank them most to least likely, and roll d6: 1-3 is most likely response, then 4-5 for second, and 6 for third.
  • Revised Unnatural Skill
    • Players start with 1% Unnatural
    • Players who fail a SAN check (unnatural sources only) gain +1% Unnatural. This cannot raise the Unnatural skill higher than the maximum SAN loss (i.e a failed 0/1d6 SAN check will not grant +1% if the PC’s Unnatural is 6 or more)
    • You can roll Unnatural to try and gain insight into the unknown. It can be rolled in conjunction with another skill (succeeding at both gives you both the mundane and unnatural information)
    • Succeeding at the Unnatural check raises the skill by +1d4% (this is not a good thing: remember, your SAN can never be higher than 99 minus your Unnatural)
    • If your Unnatural exceeds one of your Breaking Points, you can permanently ignore a disorder.
  • Narrative Ammunition - Reloads only occur on critical failures or after Long Spray
  • Gun to a Knife Fight - You cannot get a bonus to Firearms rolls in hand-to-hand range.
  • Death’s Door - If you are dropped to exactly 0 HP by a non-lethality attack, you can make a CON x 5 roll to stay alive and remain stable.
  • Push Yourself - You can spend 1d4 WP to reroll a failed check (but not a fumble) - failing the reroll is automatically a critical failure.
  • The Nice Number - 69 is always a critical success.



What Do People Know?

(This is a little change from the presumed default setting of Delta Green. It’s not going to change anything major, but it is good to keep in mind.)

The mainstreaming of the Internet in the 1990s made a full masquerade impossible to maintain, but by the same token made it equally difficult to get accurate information on the supernatural. The web of a million lies is a tireless engine of misinformation; Facebook has done more to hide the unnatural from the public than the US intelligence apparatus could in a thousand years.

The average person will likely know of a few unexplained events or phenomena; most of these will be complete fictions. Those containing anything legitimate will be filtered through layers of spin doctoring, censure, withheld information, bias, conspiracy theory, and purposefully-seeded inaccuracies. It is extremely unlikely that this average person will have directly experienced it, and even less likely that they have any meaningful understanding of the unnatural. Indeed, people who do have legitimate encounters with the unnatural or come to some cosmic insight are nearly always drowned out by the cacophony of other voices shouting them down (usually for being “incorrect”).

Those few who are truly in-the-know are a reclusive and paranoid lot. The unnatural is dangerous, and it is powerful. It remains in the best interests of the Powers-that-Be to keep a lid on things. The threat of men in a black van is usually enough to keep mouths shut and tomes unread. Usually.

[This was based both on my own preferences for the genre and the Post-Masquerade setting as presented by Tariq Ali in Whispers of the Dead vol 3. If I were to run it again, I would use at least a few of the options presented in "Apocalypse Protocol" setup to get a more Lighthouse-y setup, currently penciled in as:

  • Resource Scarcity: High (-10% to Requisition rolls)
  • Social Instability: Baseline (+0% Bureaucracy and Law)
  • Mythos Knowledge: High (+10% Unnatural and Occult)
  • Exposure: High (-10% to Stealth and Disguise)
  • Supernatural Hostility: Low (+10% Survival and Alertness)

[General aside, I really, really love this article as a quick and easy way to establish the vibe of a particular setting. It's good stuff.]


How Did You Get Recruited? (optional)

If you’re stuck on how you got here, roll d6 and see what the result sparks.

  1. Close Encounter - You saw something up close; your statement was passed on until it reached someone with a green triangle, and they sought you out.
  2. Read In - You were or are close to someone in Delta Green. They trusted you enough to bring you into the fold.
  3. Friendly - You would help out government suits who need a specialist who doesn’t ask many questions, and you did it well enough that they brought you in.
  4. Right Man in the Wrong Place - An operation went screwy and you were dragged into it. When shit hits the fan, you can’t afford to be picky.
  5. In the Orbit -  Someone you know was involved with a cult or other group of interest.  You were close enough to the unnatural that DG came knocking.
  6. Warm Bodies - You’ve never met with the unnatural, but your file ended up on DGs radar and there was a slot that needed filled.

[I have a expanded set of tables I have yet to finish: need to get on that.]

In-Between Sessions

Good news! Your agent survived their night at the opera. But work has a habit of following you home, in this business, and you’re gonna have to carry that weight.

After each mission, you get the following:

  • 5 skill points, which you can distribute among any skills other than Unnatural.
  • 1d4 skill points added to every skill that you checked during the mission. Erase any accumulated checks you have.

You also get your choice of one of the below Home Scenes:

Fulfill Responsibilities
Your ordinary obligations and relationships. Roll SAN:

  • Success: +1d6 to a Bond
  • Critical Success: +1d6 to a Bond, +1 SAN
  • Failure: +1 to a Bond
  • Critical Failure: Reduce the Bond by 1d4, -1 SAN


Back to Nature
Spending some time on you. Reduce a Bond by 1 point and roll SAN:

  • Success: +1d4 SAN
  • Critical Success: +4 SAN
  • Failure: -1 SAN
  • Critical Failure: - 1d4 SAN


Establish a New Bond
Building new bridges. Roll CHA x 5: on success, gain a new bond at ½ your CHA score (ie, if your CHA is 10, the new bond is a 5). Reduce an existing Bond by 1.

Go to Therapy
How much you share will have an impact on this roll. (It’s fiddly, we’ll deal as it comes up.)

  • Success: +1d6 SAN
  • Critical Success: +6 SAN, remove a Condition if present; gain a Bond with therapist equal to ½ CHA if Condition is removed &  decrease an existing Bond by 1d4
  • Failure: +1 SAN (+0 if Luck roll fails)
  • Critical Failure: - 1 SAN

It is possible to find a therapist who is In The Know, but that would fall under Personal Motivation and likely have a Clock attached.

Improve Skills or Stats
Choose 2 skills, or 1 skill + 1 stat. Make a check for both: if you roll OVER your skill rating or Stat x 5, you can increase a Skill by 3d6%, or a Stat by 1. Reduce a Bond by 1.

Personal Motivation
A catch-all, for when you have something you want to pursue that doesn’t fall into the other categories. Roll SAN:

  • Success: +1 San
  • Critical Success: +1d4 SAN
  • Critical Failure: -1 SAN
  • Reduce a Bond by 1. Whatever you choose to pursue, there will be a development of some sort (we can cross that bridge when we come to it.)


Special Training
Gain a specialization for a skill you already have ie Parachuting, SCUBA diving so on (note: this part of the rules is kind of half-baked, if you want to do it let me know and we can work out something better) Reduce a Bond by 1.

Further Investigation
You devote yourself to following a lead. For this I am swerving away from default Delta Green, so we are in untested waters and this might change as we go on in the campaign.

  • For most investigations, I’m going to be using a Clock system from Blades in the Dark (it’s just a pie chart, usually of 2-8 slices - when it’s filled up, the investigation is complete.)
  • Multiple players can investigate the same lead
  • The number of slices in a pie will be hidden at first: after the first investigation, I’ll reveal how many slices are left.

Tell me what you’re aiming to investigate and how you’re approaching it: I’ll call for a check of an appropriate skill. Whatever the result of the roll, you will always learn something meaningful for each completed slice of the investigation clock.

  • Success: Investigation clock is increased by 1: + 1d6-3 SAN
  • Critical Success: Investigation clock is increased by 2; +1d3 SAN
  • Failure: Investigation clock is increased by 1; decrease a Bond by 1
  • Critical Failure: Investigation clock is increased by 2; decrease a Bond by 1d4

In cases where you are investigating something that will involve SAN damage, you will take it on all results, according to how bad it happens to be.

**

And there you have it. A solid introduction, if I do say so myself. Tune in next time for that most vital of campaign elements: the green box.